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#1 |
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Guest
Posts: n/a
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Water problem
DataTable warning: (class player): Out-of-range value (-2076.000000) in SendPropFloat 'm_vecVelocity[2]', clamping.
What do I do about this? Its a problem with the water on the map I'm currently working on. After putting a skybox all around the map It fixes the problem, but I dont want it to stay. So how do you guys suggest I find the leak? also if this helps: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk\bin\ ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity info_player_counterterrorist (-384.00 128.00 1.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (21210 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 30 texinfos to 18 Reduced 14 texdatas to 12 (405 bytes to 323) Writing C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk\bin\ ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.bsp reading c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk\bin\ ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.bsp No vis information, direct lighting only. 275 faces 61626 square feet [8874144.00 square inches] 0 displacements 0 square feet [0.00 square inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0037 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 58/8192 696/98304 ( 0.7%) brushsides 348/65536 2784/524288 ( 0.5%) planes 134/65536 2680/1310720 ( 0.2%) vertexes 594/65536 7128/786432 ( 0.9%) nodes 247/65536 7904/2097152 ( 0.4%) texinfos 18/12288 1296/884736 ( 0.1%) texdata 12/2048 384/65536 ( 0.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 275/65536 15400/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 73/65536 4088/3670016 ( 0.1%) leaves 250/65536 8000/2097152 ( 0.4%) leaffaces 289/65536 578/131072 ( 0.4%) leafbrushes 107/65536 214/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 1470/512000 5880/2048000 ( 0.3%) edges 916/256000 3664/1024000 ( 0.4%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 18/32768 180/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 246/65536 492/131072 ( 0.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 446996/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 693/393216 ( 0.2%) LDR leaf ambient 250/65536 6000/1572864 ( 0.4%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 20671/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 21210/4194304 ( 0.5%) ==== Total Win32 BSP file data space used: 557068 bytes ==== Total triangle count: 628 Writing c:\program files (x86)\steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\andrewgamer88\sourcesdk_cont ent\cstrike\mapsrc\ratrace.bsp" "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike\maps\ratrace.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\hl2.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\andrewgamer88\counter-strike source\cstrike" +map "ratrace" Last edited by Darknesschaos: 05-25-2010 at 06:45 AM. |
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#2 |
![]() Join Date: May 2010
Reputation: 0
Posts: 51
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Have you tried loading the pointfile? (Map > Load Pointfile) That will usually generate a red line that points to the leak. If you do that and you see where there is a gap it's as simple as bridging the gap. If there isn't a specific gap then also make sure any bounding brushes aren't using transparent textures. Sometimes if you have a wall that is the outermost bounding box (right before you get out into the black nothingness) and the wall has a see-thru texture like glass, windows, metal grating, etc it will cause leaks.
It also says that the leak is caused by "Entity info_player_counterterrorist (-384.00 128.00 1.00) leaked!" try going to those coordinates (-384.00 128.00 1.00 which is X Y Z) and seeing if there's anything out of place. Maybe the entity is outside of the map or halfway through a wall or something like that. Hope this helped Last edited by AndrewR: 05-25-2010 at 07:17 AM. |
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#3 |
![]() Join Date: Jun 2008
Reputation: 349
Posts: 3,164
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If you don't want to place a skybox around entire map and rather connect it with the actual ground/walls, then make sure you include a nodraw texture under the water or displaced-ground to avoid leaks.
But do what AndrewR said to find the leak(s). Loading the pointfile should work fine. |
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#4 |
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Guest
Posts: n/a
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found it, with all the nodraw going on, I overlooked an open area in the wall. Thank you. I hadn't known about the pointfile before and I am quite happy you taught me about it now!
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